Winter Scoreboard

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Contents

First Week

N What Temporal Score for Country Turn 1 Spiritual Score for Country Turn 1 Extra Credit
1 Save the Prince 3 out of 5 Arcade 0/1/6/3/2 Wolf/Magpie/Bear/Horse/Phoenix
2
3 Glass and Clay 5 of 5 Arcade 0/5 Wolf/Magpie
4 Saving Spear Carrier Ri 4 of 5 Arcade 4/1/1 Wolf/Magpie/Horse
5 Encounter at Farpoint 5 of 5 Arcade 4/1 Wolf/Magpie
6 Gate of Shen 4 of 5 Arcade 1/4 Wolf/Magpie
7
8 Daizhou 3 of 5 Arcade 2/2/2 Wolf/Magpie/Monkey +2 Arcade, 1/2/1 Wolf/Magpie/Cycle
9 Close the Tunnel 4 out of 5 Arcade 5/0 Wolf/Magpie
10 Stone Drum 1 of 5 Arcade 4/1 Wolf/Magpie +1 Arcade , 1/1/1 Wolf/Magpie/Horse
11
12
13


Second Week

N What Temporal Score for Country Turn 2 Spiritual Score for Country Turn 2 Extra Credit
1
2
3
4 Donkiruku 5 of 5 Arcade 1/4 Wolf/Magpie
5 Gate of Shen 4 of 5 Arcade 3/2 Wolf/Magpie +2 Arcade, 3/0 Wolf/Magpie
6 Dire Beasts 2 of 5 Arcade 4/1 Wolf/Magpie +3 Arcade, 1/2 Wolf/Magpie
7 +13 Arcade
8 Commander Yao 5 of 5 Arcade 2/3 Wolf/Magpie Bonus +3 Arcade, 4/3/1/1 Wolf/Magpie/Cycle/Yama
9 Daizhou 4 of 5 Arcade 1/3/1 Wolf/Magpie/Horse
10 1/1/1 Wolf/Magpie/Horse
11 House of the Lotus 3 of 5 Arcade 0/4 Wolf/Magpie
12
13

Third Week

N What Temporal Score for Country Turn 3 Spiritual Score for Country Turn 3 Extra Credit
1 Sea of Storms 2 of 2 Arcade,
1 of 3 Steppes (=> +1 Military)
2/3/1 Wolf/Magpie/Horse +2 Arcade, +1 HBT,
1/1/1 Horse/Wolf/Magpie
2 House of the South Wind 4 of 5 Arcade +2 Arcade, 1/4 Wolf/Magpie
3 House of a Hundred Scholars 5 of 5 Arcade 3/2 Wolf/Magpie
4 Bridge Over the Northern Wall 4 of 5 Arcade 3/2 Wolf/Magpie +1 Arcade, +1 HBT, 1/2 Wolf/Magpie (during The Rest is Silence)
5 Fireflies 3 of 5 Arcade 3/2 Wolf/Magpie 3/0 Wolf/Magpie
6 Investigating Gainful Protection 3 of 5 Arcade 0/4 Wolf/Magpie +2 Arcade, 1/2 Wolf/Magpie
7 +11 Arcade
8 Fort Chang 4 of 5 Arcade 4/1 Wolf/Magpie 4/3/1/1 Wolf/Magpie/Cycle/Yama
+2 Arcade, +1 HBT, 0/1 Wolf Magpie (during Night of Gates XI)
9 Unite Daizhou 5 of 5 Arcade 1/4 Wolf/Magpie
10 Invisible House 4 of 5 Arcade 0/5 Wolf/Magpie 1/1/1 Wolf/Magpie/Horse
11 The Fire Abomination 5 of 5 Arcade 4/1 Wolf/Magpie +1 Arcade, 1/0 Wolf Magpie (during Let the Sun Shine In)
12 Proxy War 3 of 5 Arcade 5/0 Wolf/Magpie +1 Arcade
13 Less Obscure Benevolent Headquarters 5 of 5 Arcade 2/2/2 Wolf/Magpie/Dragon

Zhu Cai Wen's Notes

Hitting a number once, and doing a mission, results in an Arcade Score (? of 5) and a Spirit Minigame Score, which has usually been 5 points distributed between Magpie and Wolf, except for exceptions.

Hitting a number a second (or subsequent) time within a week usually results in some extra credit, for both the Arcade and the Spirit Minigame. The mission will usually be strongly related (maybe a follow-up) to the original mission.

When a week ends (after the run in which the 7 is rolled):

Temporal Score: Arcade Houses make their rolls. If they roll Military, and succeed (rolling equal to or under their stat), then they contribute 3*roll to the Arcade score for that week. (Hitting the house stat exactly also gets an extra bonus of some kind.) Failing a Military roll results in the House taking a point of damage to its Military stat. Arcade points from the Winter Scoreboard for that week (including extra credit) are summed with points from House Military rolls, and compared to a victory target number. If the total Arcade Points exceeds the victory number, the Arcade gains ground in the war, and excess points are (approximately) divided by 2 and placed in the extra credit column of the "7" row for the next week.

Spiritual Score: Cai Wen thinks that the outcome of the minigame isn't as simple as "whoever has more points wins", or "majority vote of points (after negotiation) wins". In particular, trying to suss out Horse's motivation for getting on the board, Cai Wen thinks that there is something intentionally obfuscatory about the contest. For Spirit Minigame extra credit, the state of each week begins with the end-state of the previous week, and then updates as necessary. (i.e. my best estimate of total points for each spirit is the sum of scores from the Spiritual Score column, plus the extra credit from the current week only.

Notes on available rolls:

  • 1: We asked Wolf to ensure that a 1 was rolled in the second week of World Gyre; I think this was done by Lady Jin, and we're not sure what she did.
  • 5: "A report from Kong Qiu, when he was still a dupe, indicates that the Crown of Imperial Wisdom is buried in a graveyard under a mausoleum on the grounds behind the House of Resplendent Decoration. If the North sends a strike team to acquire and corrupt it, it can be used against the Empire."
  • 6: This has been done this week, but only by Lady Jin, so we don't know details
  • 9: This could be either Daizhou or Gate of Shen (they got squashed into one number due to having been rolled lots previously); you roll a d2 to see which you get. Daizhou is a 1.
  • 10: The Black Market

Cai Wen has cut a deal with Madame Song (from the House of the Hidden Orchid) to collaborate with Lady Jin to cover a week when we can't cover at all; she has enough mojo to avoid rolling a 7.

Pieces that are not on the scoreboard at the moment, but Cai Wen thinks are true:

  • Lady Jin did an extra credit mission to Fort Chang during Night of Gates XI, but not sure if anything was scored, since we made up the prophecy.
  • Lady Jin did the main mission for "Investigating Gainful Protection" when we were doing Prison Break
  • The extra credit on missions 1 and 4 were also from missions by Lady Jin.
    • For mission 1, it was Lady Jin doing the extra credit mission while we were in overtime for the original mission.

Cai Wen's older notes

Rolling a 7 causes time to go forward. The first week was a solid victory for the Arcade.

We think that there are probably changes to House Stats GreatHousesMechanic that aren't visible currently, but we observed that The House of Enticing Vintage and House of Gainful Protection both lost a point of Mil stat, and I think that's because they missed the roll. This is long-term damage.

To score a victory for the Arcade for a week: there's a threshold for success (not known, but I'm thinking about it). Best understanding: Successful Great-House military rolls were added to Arcade points from the scoreboard, and these resulted in about 26 points over the threshold. Because the total was enough to hit the threshold, we didn't have to use any extra credit points (guessing this is why they are still on the scoreboard); the ~26 extra were halved, and added to extra credit in the "7" row.

I don't yet have much insight into the consequences of the spirit battle; every time I try to think about it and figure out what it means that other spirits (other than Wolf/Magpie) have some points, I can't figure out the rules. I.e. I don't think it's as simple as "other spirits could make deals with one of them, and add their points, to win". The topic seems resistant to attempts to figure it out.

Craneslake Heights

As of November when we looked at the scoreboard.

  • Spirit: 4
  • Battle: 4
  • Prophecy: 7
  • Strategy: 5
  • Social: 3
  • Resources: 1
  • [blank space]
  • Wild: 1

Notes

"Wild" is very much the same flavor as the "Wild" category on the Imperial Status Score scoreboard, possibly created by the same person (i.e., Lord Du / Lady Xing). Those points can just be added to some other category, according to Cai-Wen's analysis with True Mini-Games.

Steppes

As of November 22nd puttering when we looked at the scoreboard:

  • Imperials: <classified>
  • Royalty: +8
  • Tradesmen: +9
  • Peasants: +3 (+3)
  • Military: +12-3
  • Spiritualists: Beta

Current breakpoint: 9 (As of 2021-08-15; our belief is that values are effectively capped at the breakpoint.)

Notes

The (+3) in the Peasants category is from Tsai Su-Yin.

Imperial

Cai-Wen went to the Jade District of Dragon's Throne and, with some help, looked at the Imperial scoreboard:

The Imperium: Imperial Warlord

  • Leadership: 2 -1
  • Recruitment: 0 (in surprise preparation)
  • Subversion: 1
  • Training: 2
  • Strategy: 3
  • Destiny: 1 (Emperor)
  • Mysticism: 1 +1 (previous +1 gone)
  • Morale: 1

The Clan of All Clans: Beastmaster of Men

  • Leadership: 3***
  • Recruitment: 3
  • Subversion: 3
  • Training: 1
  • Strategy: 1
  • Destiny: 2 -1 (Conquerer -brother)
  • Mysticism: 3 -2 # (two abominations down)
  • Morale: 2* (mandated)

Notes

The numbers are not linear. 0s are bad; 1s and 2s are normal; 3s are significantly better.

  • Warlord: Leadership is suffering from: sharing the Commander of the Fallen; satire songs in the World Beyond. And other things.
  • North: Mysticism: Horja and Agrinja are down; He Who Walks Behind is still haunting the Empire.
  • North: Leadership: *s come from: Beastmaster of Men; two powerful indiivduals who are enthralled/supporting him.

The bonus 5 (from the Op Plan of the Beastmaster of Men; see Unified) would get us +1 on the Imperial Board; maybe +2 if it was really well targeted. It would be best in Strategy, but we already have 3. It could be converted to -1 for the North.